X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_sp%2Ffile.c;h=f7b833c10474fd26003d51b86b67c49a8599ff20;hb=ce0bba1a070e5e64939491eb68087f68ef8fe870;hp=2ba322d7e476a0e6fe28e53eaded20a30f278149;hpb=4f9e14eb7715eb000d6a750f9734b8dcc521923f;p=rocksndiamonds.git diff --git a/src/game_sp/file.c b/src/game_sp/file.c index 2ba322d7..f7b833c1 100644 --- a/src/game_sp/file.c +++ b/src/game_sp/file.c @@ -7,14 +7,22 @@ /* functions for loading Supaplex level */ /* ------------------------------------------------------------------------- */ +void setTapeInfoToDefaults_SP() +{ + native_sp_level.demo.is_available = FALSE; + native_sp_level.demo.length = 0; +} + void setLevelInfoToDefaults_SP() { LevelInfoType *header = &native_sp_level.header; char *empty_title = "-------- EMPTY --------"; int i, x, y; - native_sp_level.width = SP_PLAYFIELD_WIDTH; - native_sp_level.height = SP_PLAYFIELD_HEIGHT; + native_sp_level.game_sp = &game_sp; + + native_sp_level.width = SP_STD_PLAYFIELD_WIDTH; + native_sp_level.height = SP_STD_PLAYFIELD_HEIGHT; for (x = 0; x < native_sp_level.width; x++) for (y = 0; y < native_sp_level.height; y++) @@ -47,8 +55,7 @@ void setLevelInfoToDefaults_SP() for (i = 0; i < SP_HEADER_SIZE; i++) native_sp_level.header_raw_bytes[i] = 0x20; - native_sp_level.demo.is_available = FALSE; - native_sp_level.demo.length = 0; + setTapeInfoToDefaults_SP(); } void copyInternalEngineVars_SP() @@ -110,6 +117,9 @@ void copyInternalEngineVars_SP() preceding_buffer_size += 8; /* eight 16-bit integer values */ #endif + /* needed for engine snapshots */ + game_sp.preceding_buffer_size = preceding_buffer_size; + LInfo = native_sp_level.header; FieldWidth = native_sp_level.width; @@ -416,9 +426,9 @@ boolean LoadNativeLevel_SP(char *filename, int level_pos) strSuffixLower(filename, ".mpx")); boolean demo_available = is_single_level_file; boolean is_mpx_file = strSuffixLower(filename, ".mpx"); - int file_seek_pos = level_pos * SP_LEVEL_SIZE; - int level_width = SP_PLAYFIELD_WIDTH; - int level_height = SP_PLAYFIELD_HEIGHT; + int file_seek_pos = level_pos * SP_STD_LEVEL_SIZE; + int level_width = SP_STD_PLAYFIELD_WIDTH; + int level_height = SP_STD_PLAYFIELD_HEIGHT; /* always start with reliable default values */ setLevelInfoToDefaults_SP(); @@ -611,8 +621,8 @@ boolean LoadNativeLevel_SP(char *filename, int level_pos) multipart_xpos, multipart_ypos, multipart_level.header.LevelTitle); #endif - if (multipart_xpos * SP_PLAYFIELD_WIDTH > SP_MAX_PLAYFIELD_WIDTH || - multipart_ypos * SP_PLAYFIELD_HEIGHT > SP_MAX_PLAYFIELD_HEIGHT) + if (multipart_xpos * SP_STD_PLAYFIELD_WIDTH > SP_MAX_PLAYFIELD_WIDTH || + multipart_ypos * SP_STD_PLAYFIELD_HEIGHT > SP_MAX_PLAYFIELD_HEIGHT) { Error(ERR_WARN, "multi-part level is too big -- ignoring part of it"); @@ -620,17 +630,17 @@ boolean LoadNativeLevel_SP(char *filename, int level_pos) } multipart_level.width = MAX(multipart_level.width, - multipart_xpos * SP_PLAYFIELD_WIDTH); + multipart_xpos * SP_STD_PLAYFIELD_WIDTH); multipart_level.height = MAX(multipart_level.height, - multipart_ypos * SP_PLAYFIELD_HEIGHT); + multipart_ypos * SP_STD_PLAYFIELD_HEIGHT); /* copy level part at the right position of multi-part level */ - for (x = 0; x < SP_PLAYFIELD_WIDTH; x++) + for (x = 0; x < SP_STD_PLAYFIELD_WIDTH; x++) { - for (y = 0; y < SP_PLAYFIELD_HEIGHT; y++) + for (y = 0; y < SP_STD_PLAYFIELD_HEIGHT; y++) { - int start_x = (multipart_xpos - 1) * SP_PLAYFIELD_WIDTH; - int start_y = (multipart_ypos - 1) * SP_PLAYFIELD_HEIGHT; + int start_x = (multipart_xpos - 1) * SP_STD_PLAYFIELD_WIDTH; + int start_y = (multipart_ypos - 1) * SP_STD_PLAYFIELD_HEIGHT; multipart_level.playfield[start_x + x][start_y + y] = native_sp_level.playfield[x][y]; @@ -654,3 +664,64 @@ boolean LoadNativeLevel_SP(char *filename, int level_pos) return TRUE; } + +void SaveNativeLevel_SP(char *filename) +{ + LevelInfoType *header = &native_sp_level.header; + FILE *file; + int i, x, y; + + if (!(file = fopen(filename, MODE_WRITE))) + { + Error(ERR_WARN, "cannot save native level file '%s'", filename); + + return; + } + + /* write level playfield (width * height == 60 * 24 tiles == 1440 bytes) */ + for (y = 0; y < native_sp_level.height; y++) + for (x = 0; x < native_sp_level.width; x++) + putFile8Bit(file, native_sp_level.playfield[x][y]); + + /* write level header (96 bytes) */ + + WriteUnusedBytesToFile(file, 4); + + putFile8Bit(file, header->InitialGravity); + putFile8Bit(file, header->Version); + + for (i = 0; i < SP_LEVEL_NAME_LEN; i++) + putFile8Bit(file, header->LevelTitle[i]); + + putFile8Bit(file, header->InitialFreezeZonks); + putFile8Bit(file, header->InfotronsNeeded); + putFile8Bit(file, header->SpecialPortCount); + + for (i = 0; i < SP_MAX_SPECIAL_PORTS; i++) + { + SpecialPortType *port = &header->SpecialPort[i]; + + putFile16BitBE(file, port->PortLocation); + putFile8Bit(file, port->Gravity); + putFile8Bit(file, port->FreezeZonks); + putFile8Bit(file, port->FreezeEnemies); + + WriteUnusedBytesToFile(file, 1); + } + + putFile8Bit(file, header->SpeedByte); + putFile8Bit(file, header->CheckSumByte); + putFile16BitLE(file, header->DemoRandomSeed); + + /* also save demo tape, if available */ + + if (native_sp_level.demo.is_available) + { + putFile8Bit(file, native_sp_level.demo.level_nr); + + for (i = 0; i < native_sp_level.demo.length; i++) + putFile8Bit(file, native_sp_level.demo.data[i]); + } + + fclose(file); +}